//> gl_VertexIndex: int {4}
//> gl_InstanceIndex: int {0}
no source

//> out_Position: float4 {-2.000000, 0.000000, 0.040000, 1.000000}
//  gl_VertexIndex: int {4}
21. out_Position = vec4( g_Positions[gl_VertexIndex], float(gl_VertexIndex) * 0.01f, 1.0f );

//> (out): float4 {-2.000000, 0.000000, 0.040000, 1.000000}
//  out_Position: float4 {-2.000000, 0.000000, 0.040000, 1.000000}
22. gl_Position = out_Position;

//> (out): float2 {-0.500000, 0.500000}
//  gl_VertexIndex: int {4}
23. out_Texcoord = g_Positions[gl_VertexIndex].xy * 0.5f + 0.5f;

//> (out): float4 {0.680000, 0.780000, 0.080000, 0.960000}
//  gl_VertexIndex: int {4}
24. out_Color = mix(vec4(1.0, 0.3, 0.0, 0.8), vec4(0.6, 0.9, 0.1, 1.0), float(gl_VertexIndex) / float(g_Positions.length()));

//---------------------------

